Taelinarena: Character: Mononoke

Created on 19 Feb 2020  路  25Comments  路  Source: moonad/TaelinArena

Hero Description

Mononoke is a Yokai, a japanese folclore vengeful spirit, that possesses enemies, causing suffer and diseases. She plays as a melee caster, being able to curse and debuff enemies, trading her health for it.
Mononoke_basemodel
spritestack-export

Concept Art

image
*Source: derbpotatoes.tumblr.com
Mononoke
MONONOKE
mononoke concept arts
*Source: concept arts that I drew

Inspiration

Mononoke is inspired by Blood Moon Evelynn, from League of Legends.
image
evelynn 0
Evelynn_BloodMoon_Model_01
*Images taken from League of Legends splasharts and 3D models
majin buu
*Screenshot of an action figure, of female Majin Buu, from Dragon Ball

Moves

Idle

Mononoke stands on a creepy way, looking for victims, breathing heavily.
Animation:
idle
Reference:
idleref

[STICK] Walk

Mononoke walks on a threating way, her clothes floating behind her.
Animation:
run

Hurt

Mononoke gets back a little bit and protects her face.
hurt

[LEFT] Bloody slashes

Mononoke attacks with her weapons, on a melee range. This skill have 3 variations, working as a basic attack.
1st Variation:
bloody_slashes_0
2nd Variation:
bl
3rd Variation:
bloody_slashes_2

[MIDDLE] Scything leap

Mononoke dashes in a straight line, dealing damage in all its trajectory and at the end of it, rooting the enemies, but being a light damage skill. Effect still needs to be developed.
The first part of the skill is a dash in a straight line with a set range, this dash will do light damage. When she reaches the end of the line, she does a circular cut, also dealing light damage but stuning the enemies caught in the AOE.
Inspiration:
warwick ult
Animation:
sl

[RIGHT] Spykes of pain

Mononoke creates an (effect that is not decided yet) on a circular area around here, dealing medium damage and healing her(based on either her missing health or the number of enemies hit).
sop

[SPACE] Sacrifice

Mononoke deals damage around her in a big circular area, she first casts the skill for 3 seconds, being suceptible to damage, until the last second, where she becomes unvunerable. At the end of the cast, she does heavy damage(fixed amount) to every enemy on the area, stunning them for 1.5s, also dealing damage to her(based on current health, 50% or so).
Inspiration:
hk stab
*Reference taken from Hollow Knight
Animation:
sacrifice

OPTIONAL

[E] TAUNT

Mononoke cuddles with her tail.
taunt

[Q]/Shift Spiritual form

Mononoke turns into a spirit, becoming "invisible"(her foot steps will be shown, both to enemies and allies), while in this form, she receives increased movement speed. She can leave this form by entering combat(receiving/dealing damage or casting a skill), after that, she receives increased damage and lifesteal.
sf

Tasks

  • [x] Idle
  • [x] Walk
  • [x] Taunt
  • [x] Hurt

  • [x] [LEFT] Bloody slashes

  • [x] [MIDDLE] Scything leap
  • [x] [RIGHT] Spykes of pain
  • [x] [SPACE] Sacrifice

  • [x] [Q] Spiritual form

All 25 comments

March 4th

Worked on developing different hairstyles and color palletes for her, will be also working on drawing her body and clothes, parallel to Zed's model and animation development. All the work done for him yesterday is already on his issue so here I'll only post her early concept arts.
mononoke concept arts

March 6th

Worked on doing another Mononoke concept art, which is already posted into the issue and worked on some of Zed animations. All time spent is on Zed's issue.

Approved for work!

March 19th

Worked on starting Mononoke's first models. Also finished Zed's issue and sent an invoice.
Mononoke
opora

Worked hours: 3h51m(but will only consider 2h36m, since 1h15m was finishing Zed's issue, which were already sent on his invoice.)

Total worked hours: 2h36m

March 20th

Worked on finishing the base model for Mononoke, started her idle animation discussed her abilities and playstyle with @chanceone126. Also updated the issue.
Base Model:
basemodel
Idle Animation:
idle
Worked hours - 4h12m
Total worked hours - 6h48m

March 21th

Still working on the idle animation, now with the tail movement, also changed a little bit of the movement:
opa
opora

Worked hours - 4h
Total worked hours - 10h48m

March 22th

Worked on fixing and finishing Mononoke's idle animation and worked on starting her run animation.
Idle:
0
1
Run:
av1
bv1

Worked hours: 2h41m
Total worked hours:13h29m

March 24th

Worked on giving her body and tail moviment in the run animation, did the hurt frame and started the "Sacrifice" animation.
Run:
run
Hurt:
hurt
Sacrifice cast and effect:
cast
effect

Worked hours: 5h30m
Total worked hours: 18h59m

March 24th

Just worked a little bit in the "Sacrifice" animation, working on the next frame and improved the effect frame.
cast
effect

Worked hours: 33m
Total worked hours: 19h32m

March 25th and 26th

Worked on continuing the sacrifice animation, changing the effect animation and finishing the cast animation.
cast
effect

Worked hours: 4h2m
Total worked hours: 23h34m

March 27th

Added a little bit of movement into the run animation(already rendered and uploaded in the issue) and still working on the "Sacrifice" effect animation. Did some concept arts and asked for tips, but still working on it.
Sacrifice effect:
effect0

Worked hours: 3h50m
Total worked hours: 27h24m

March 28th and 30th

Still working on the sacrifice animation.
effect
sacrifice

Worked hours: 2h21m
Total worked hours: 29h45m

March 31th

Just did some minor tweaks into the sacrifice animation to finish it, will be rendering and posting it into the issue. Also discussed the game design with Alexandre and sketched some concepts for the map.

Worked hours: 53m
Total worked hours: 30h38m

April 1st

Did the "Spiritual form" animation and kept sketching the game map, also discussing the game design with Alexandre.
"Spiritual form":
Spiritual-form

Worked time: 1h55m
Total worked time: 32h33m

April 2nd and 3rd

Started working on the first variation of "Bloody Slashes"
test

Worked time: 3h26
Total worked time: 35h59m

April 4th

Finished the first attack of bloody slashes.
bs0

Worked time: 44m
Total worked time: 36h43m

April 6th

Started doing the second variation of "Bloody Slashes"

Worked time: 1h5m
Total worked time: 37h48m

April 7th and 8th

Still doing the second variation of "Bloody Slashes", made two animations, one with more frames than the other.
_More frames_
0
_Less frames_
1

Worked time: 1h29m
Total worked time: 39h17m

April 13th

Finished all the "Bloody Slashes" and rendered all the animations done until today, everything uploaded into this issue.

Hours worked: 2h17m
Total worked hours: 41h34m

April 14th - 17th

-Started working on the _Scything Leap_ animation:
1

Total worked hours: 2h33m(14hth - 17th) + 41h34m = 44h07m

April 19th

Still working on the _Scything Leap_ animation:
sl

Total worked hours: 42m + 44h07m = 44h 49m

April 21th

Still "sketching" the second part of _Scything Leap_, will try to finish it today and update the issue.
sl-aoe

Worked hours: 2h35m
Total: 47h24m

April 22th and 23th

Finished the _Scything Leap_ animation, will be rendering it and posting it later.
sl

Worked hours: 3h55m
Total: 51h19m

April 28th

Started the _Spykes of Pain_ animation:
sop

Worked hours: 2h38m
Total: 53h57m

March 30th and April 1th

Finished all of her animations and uploaded the taunt animation into the issue!!!

Worked hours: 2h38m
Total: 56h35m

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